Explore the open world of Terscara as you advance through the challenging and tactical encounters in this epic turn-based tactical RPG. Form and lead a group of battle-proven companions, delve into the ancient dungeons to collect the elusive vault crystals, and end Xandar’s Wraith once and for all.
[b]Hello there, Companions![/b]
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Today we’re releasing the long awaited Update 0.8 that introduces a complete itemization overhaul that aims to make each playthrough more unique and exciting. Additionally, we took the time to rework a few other procedural generation systems, including the very important part of the game that is responsible for spawning and maintaining NPC companies on the map. Oh and by the way: you can grab the game cheaper with the -33% Weeklong deal!
Let’s dive right into what the update brings into the game:
[h2]Item Rework[/h2]
The item rework we've been teasing for the last couple of devlogs is finally here! With Update 0.8 you'll enjoy the [b]new item quality system, unique item effects[/b] and a variety of [b]new items[/b] to play around with. Additionally, the two equipment set slots have been replaced by a new [b]unit item stash[/b], that will allow you to store multiple items of your choice to be accessible in combat. In the future we'll also implement consumable items that will provide another layer to the battle mechanics.
[h2]NPC Group Generator Rework[/h2]
To bring some more variety into the game we've added [b]three new neutral group types[/b] running across the world map: [b]Sword Sisters, Iron Hammers and Swamplings[/b]. As mentioned in the previous posts, the first two groups are higher tier enemies that should make for compelling targets late game, while the Swamplings are Bandit-level units based on the Scarres race to spice up the early game.
Additionally, with the new item rework, we went ahead and rebuilt our procedural generation tools for NPC groups and you should be seeing a lot more diversity in enemy builds, which in turn should create more balanced encounters throughout your entire time in Navaroth.
[h2]Procedural Portraits & New Scarres[/h2]
Considering how much the progression systems for units have evolved over the past few updates, we wanted to translate the degree to which each unit differs in gameplay to the forefront of the game that is the UI. Hence, we built a new [b]procedural portrait system[/b] that gives us thousands of unit looks to choose from, and no two Trappers should now ever look alike!
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Speaking of graphical upgrades, the [b]Scarres have received a major texture update[/b] and they are now more in line with the art direction we've chosen for the game. Just look at all that detail!
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[h2]What's next[/h2]
We understand that the Early Access has already taken a while and some of you have questions concerning the development and where the game is headed to. We've recently hit a major milestone in the [b]World Map 2.0 Update[/b] that will bring not only a new map itself, but an [b]entire storyline[/b] split into multiple acts. The initial update will feature a prologue unique for each race, as well as Act 1 that will tell the tale of a new threat awakening on Navaroth, full of new quests and enemies to joust. We can't promise any dates, but the vast majority of the work is already done and we're now at the stage of assembling it all together for you to play. It might have taken some time, but we're confident the new campaign mode will be more than worth the wait.
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[h2]Full Changelog[/h2]
[b]Warning:[/b] Old saves won't work after this update!
[h3]Content:[/h3]
[list]
[*] Itemization Overhaul - 6 different item qualities, 10 suffixes and 23 brand new items.
[*] New NPC groups: Sword Sisters, Iron Hammers, Swamplings.
[*] Three new abilities: Aura Transfer (Acolyte), Soul Steal (Trapper), Ammo Bags (Gunner).
[*] Revised NPC group procedural generation system.
[*] Procedural unit portraits system featuring thousands of variants.
[*] Player character portraits that fit chosen variants.
[*] Unit Stash - new way to store equippable mid-combat items.
[*] New Company Emblems - now also displayed in combat on all shields.
[*] Revised Scarre textures.
[/list]
[h3]Balance:[/h3]
[list]
[*] Rebalanced all neutral enemy stats.
[*] Rebalanced all item stats and prices.
[*] Rebalanced and reworked enemy item choices.
[*] Makeshift Weapon now has a buff duration.
[*] Adjusted Piercing Thrust range for short weapons.
[*] Adjusted a number of ability cooldowns.
[*] Updated default custom game battlecrews.
[/list]
[h3]Bug fixes and tweaks:[/h3]
[list]
[*] Selected battlecrew will now be displayed in the lobby chat.
[*] Spider's Cocoon Strangle ability will now apply the Entangled debuff instead of a generic slow.
[*] The Unit Panel will now properly show two handed weapons when equipped, with an opaque icon displayed in the left hand slot.
[*] Tweaked player names in combat to be displayed in accordance to their starting side.
[*] Tweaked Counterattack and Weasel animations to be more clear.
[*] Updated the Ancient Forge Studio logo.
[*] Fixed a number of issues with the Dispel ability.
[*] Fixed a memory leak related to dead units.
[*] Fixed a bug that caused battles to freeze when trying to use certain abilities within the Smoke Grenade radius.
[*] Fixed selection marker rendering on the world map.
[*] Fixed a problem with the invulnerability effect visible on health bars.
[*] Fixed an issue with the change equipment action failing to update rendered weapons in multiplayer.
[/list]
[b]Let us know your thoughts in the comments and remember to follow the game for more updates! [/b]